Using Presence Questionnaires in Reality
By M. Usoh, E. Catena, S. Arman, Mel Slater. Presence - Teleoperators and Virtual Environments, 2000
1,011 citations recorded by the source corpus.
Subfields: Media Technology, Ocean Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/e469f4ea694e7f1873886c6059bda116ff92b68d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Media Technology
- Mel Slater
- Maria V. Sanchez-Vives
- Henry Been Lirn Duh
- Richard Skarbez
- Frederick P. Brooks, Jr.
- Mary C. Whitton
In Ocean Engineering
- Richard Skarbez
- Mary C. Whitton
- Maria V. Sanchez-Vives
- Michael Barnett-Cowan
- Sophie Kenny
- Séamas Weech
- Niels Henze
- Valentin Schwind
In Human-Computer Interaction
- Mel Slater
- Maria V. Sanchez-Vives
- Richard Skarbez
- Mary C. Whitton
- Antonia F. de C. Hamilton
- Xueni Pan
- Frederick P. Brooks, Jr.
- Michael Barnett-Cowan
Citations in the corpus
- Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment (2002, background): “Previous research [18] suggests that memory structure for a VE may include the following dimensions – types, shapes, colors, relative locations, relative sizes, and event sequences.”
- Development and evaluation of a virtual campus on Second Life: The case of SecondDMI (2009, background): “‘‘being there’’ [22] [46] [47] [ 49 ] [51]), and the more this sensation is strong, the m ore the”
- How we experience immersive virtual environments: the concept of presence and its measurement * (2009, background): “Behaviour-response correlations: presence may be enhanced and maintained over time by appropriate correlations between the state and behaviour of participants and responses within the environment, correlations that show appropriate responses to the activity of the participants.”
- Impact assessment of reinforced learning methods on construction workers' fall risk behavior using virtual reality (2019, background): “Previous research has shown that navigation via real walking can allow a high sense of presence in the virtual environment [97].”
- Visual Realism Enhances Realistic Response in an Immersive Virtual Environment (2009, result): “It is noteworthy that in earlier work that looked at questions that best discriminated people’s reported presence in virtual and real environments, that Q3 was the best discriminator, and Q4 the second best [10] amongst those questions that had counterparts to the ones here.”
- From presence to consciousness through virtual reality (2005, background): “There was no significant difference in the mean reported presence between the two group”
- Using Presence Questionnaires in Virtual Reality (2019, methodology): “[36, 39] (SUS) 1994/2000 853/466 3/6 VE Witmer & Singer [43] (WS) 1998 3569 32 VE”
- A Survey of Presence and Related Concepts (2017, background): “The more common form of the questionnaire has six questions, and can be seen in, for example, Reference [147].”
- Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments (2009, background): “In (Usoh et al. 2000) it was found that standard questionnaires could not discriminate ‘presence’ between physical reality and a low resolution HMD delivered virtual reality of the same scene.”
- A Survey of Usability Evaluation in Virtual Environments: Classification and Comparison of Methods (2002, background): “Following are some examples: • Many VEs attempt to produce a sense of presence in the user; that is, a feeling of actually being in the virtual world rather than the physical one [Witmer & Singer, 1998; Slater 1999; Usoh et al., 2000].”
- Research on Presence in Virtual Reality: A Survey (2001, neutral): “Usoh et al. 41 subjected two questionnaires to a reality-test in a between-subject design; 10 subjects completed a search task in reality, 10 completed the task in a VE.”
- Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape (2018, background): “As both place and plausibility illusions are subjective concepts, a variety of questionnaires have been developed to measure them (Usoh et al., 2000; Witmer & Singer, 1998).”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, methodology): “A popular scale developed by Slater, Usoh, and Steed (SUS; Usoh et al., 2000) consists of a brief, 6-item questionnaire that generates a single score to convey how “present” the user felt in the virtual setting.”